Just got wrecked by two 5/7 healing totems and a Lightning Storm with +3 Spell Damage.. o.O
- Mhantra
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Dizmodo posted a message on [LEGEND+GUIDE] Midrange Karazhan ShamanPosted in: [LEGEND+GUIDE] Midrange Karazhan ShamanIf you are a dick of play on the dickth rank, I have bad news, you're a dick.
Also, your comment makes no sense.
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tmac514 posted a message on Chieftain Scarvash HeroicPosted in: Chieftain Scarvash HeroicTried about 20 different decks from an assortment of heroes. Nothing worked. First time googling for a heroic hero deck. Got it on the third try with my changes below. (Also, the warrior and other decks cost too much to make if you don't already have doomsayers and more.)
I made the following changes however (I wouldn't have won without):
- 1 fireguard, - 1 feral spirit, - 2 zapomatics (why are these in here?)
+ 2 healing wave(more important substitution), +2 crackles
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KALOWGG posted a message on Shaman Master JousterPosted in: Shaman Master JousterOnly a couple of games and this deck is hella fun.
No Skeleton Knight, so threw in an Auctioneer to fill in the 6 slot. With all the spells draws me some extra cards.
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anonymusplayer posted a message on Shaman Master JousterPosted in: Shaman Master Jousterread his effect please, note the word "minion"
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Almagnus1 posted a message on [BRM] Heat ShockPosted in: [BRM] Heat ShockUnbound Elemental is included so you have the flexibility to deal with aggro, as it allows you to mitigate one of the drawbacks to more aggressively controlling the board if you need to.
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Almagnus1 posted a message on [BRM] Heat ShockPosted in: [BRM] Heat Shock**adds Far Sight to the list of considerations**
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Kingbobtheking posted a message on NeptulonPosted in: NeptulonOkay so apparently the majority of people can't seem to understand the point of Siltfin Spiritwalker or the point of Neptulon. These cards could be used in 2 different way: the first way is in a murloc shaman deck which would work rather well since the biggest weakness of both shaman decks and murloc decks is the lack of card draw so by combining the 2 and adding a card that provides the potential for a lot of card draw it could prove to be a deadly new aggro combination. The second way that they could be used is that Neptulon could be used a just a large minion drop that has the added bonus of giving you 4 free minions. The fact that the 4 minions are limited to only murlocs is a huge bonus because it means that there is a card pool of 11 or 12 (depending on if the murloc scout token is included) cards that they are drawn from: Old Murk-Eye, Murloc Warleader, Coldlight Oracle, Coldlight Seer, Murloc Tidecaller, Bluegill Warrior, Grimscale Oracle, Murloc Tidehunter, Murloc Raider, Siltfin Spiritwalker, Puddlestomper, and possibly Murloc Scout. You are getting 4 of this minions. 2 of them have the potential to draw cards, 3 of them can buff the other ones, 1 of them can act as a small removal (which can become a much large removal if paired with a attack buffing murloc), 1 of them can buff itself to become at least a 1 mana 4/2, and 1 of them can act as a potential finisher especial when paired with murloc tide hunter, grimscale oracle, or murloc warleader. The amount of potential that is card has is insane when you start thinking about how unlikely it is that you will end up without any potential synergy. Even if worst comes to worst, you still end up with a 7/7 body and four 1 mana 2/1 minions.
I can't really see why anyone is upset about either of these cards. I think that at the very least Neptulon could become a staple in shaman decks.
(Also since murlocs are mostly low mana minions they can be very useful for flooding the board in preparation for bloodlust.)
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Truth. Current shaman will be gutted after Kraken. Almost all of their early game will be gone.
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First of all, to the guy telling him there is no reason to get mad....lol. That doesn't help.
To OP, I agree with the break aspect. Do something else to get a different perspective, then reevaluate later. Might I suggest Elder Scrolls: Legends if you want to do card games and work toward your goals. There is ladder there too, and I promise you will find the same problems and emotions you find in HS if you approach it the same.
But it is a fresh start, a new chance to change how you view it or change what you play (aka don't play ladder or just focus on solo arena). Your anger won't be auto-triggered every time a shaman shows up so at least you have a chance. :)
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I have to be honest, playing HS nowadays has been excruciating. I simply detest playing it, but in some twisted way feel obligated because of the money I put into it. For two releases now (Old Gods and Kara), I have scaled back to playing only enough to complete quests to keep earning gold so I can have gold for next release. Because at each release I keep hoping they change enough to stop the bullcrap.
Well, once I played Legends, it occurred to me, Blizzard would need to completely and utterly destroy the current class system, in particular, plus reconsider their stance on changing basics (need more health, or ability to raise health above 30..SOMETHING) or the game will stay the same. And it has.
I honestly don't expect them to change their game to make me happy, that would be developer suicide. The game they made is popular and makes money and is seen as the standard of card games. Waiting for it to change so I can enjoy it again is silly as hell.
So meanwhile, I have played Eternal (meh), HEX (FABULOUS but SO time consuming and expensive!), SpellWeaver (very underrated, but they got too creative so some way Op crap and only 500 players or less active, so you see same people who payed $$$$$ and they wipe you, then you play them again...) and finally Legends.
Legends was almost immediately perfect for me. It wasn't HEX level of complexity (if I was younger and single without family...oh wow, great game), but it wasn't HS smash face on keyboard, still maintain 50% win rate because you play agro/tempo simpleton style.
It had me with runes that give cards as your life is taken (this might actually solve a lot of HS problems), it had me with its style (I do like both styles, I like that this is different though) and it had me with its solo arena and a decent AI to practice against.
It had me when over one week I watched an out of control archer (red/green) deck get countered by scout (green/purple), and am now watching a mage control deck (blue purple) gaining prominence, possibly setting up to smack them both around...which will probably get countered by a buffing token deck (Yellow/Purple), which is made using the same colors (Yellow/Purple) as my custom control deck, which gets better with each card I craft or earn (Just got my FREE legendary at character level 24, and it is a quality one).
Speaking of free legendaries and cards, make sure to check which legendaries you can get at level 24 and 32. Your character's race portrait dictates which pool of 2-4 legendaries your free one is taken from.
Speaking of race, the racial tribes, so to say, are a fabulous addition, and there is a lot of relational symmetry and exclusion based on each color. Certain colors can have certain races, and all have 3 races that will not be in that color. The depth is way more than it initially appears.
Anyway, HS is a fine game, but Legends is simply what I was hoping the devs would do to HS to make it a better fit for me.
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I stopped agro dead, he dumped whole hand by turn 4, losts of low Hp fellas....I dropped priest of the feast...
he waited, looked at his lack of cards..
conceded.
Turn 4
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I will run one in my Barnes deck. Since silencing the minion puts it back it its original stats, it will help add value if Barnes doesn't pull a value card (sylvanas, cairne, rag).
If it pulls a copy of Elise, silence it to make it a 3/5, and it will draw a card too. if nothing else, 2 mana to cycle late game is fine.
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it is purely anti zoo.
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My N'Zoth runs Chillmaw.
And also Skeleton knight. That's a warrior killer, right there. They don't win many jousts, so you just keep dropping him turn after turn, eating up their removal.
And every time Skeleton Knight dies, that's another one that appears with N'Zoth. My record is 5 Skellies plus Chillmaw, and of course, N'Zoth.
Edit: Oh, and I agree with those who say you need almost all early game removals, but no early minions. Even "4 mana 7/7" makes you lose Healing Wave more often, and Doomsayer especially does. That may not matter TOO much against warrior and such, but against zoo and hunter and pirate warrior, you MUST win those healing wave jousts.
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I hate to admit it, but the newest version, without Blademasters or Ancestral Healing, seems much more stable and doable as a control shaman deck. I did love the times that Ancestral healing changed the game, but it just wasn't very dependable. I am curious to see if that sticks.
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I, too found the injured blademasters the best early game. In fact, they are also excellent late game. Though they start at a mere 4/3 without ancestral healing, dropping them late game when you have healing totem up makes people do weird stuff. Like frost bolt the healing totem when there is other stuff on the board.
blademasters with ancestral healing utterly destroys face hunter, if you ever see one, and wreak havoc on priests. They sometimes resort to entombing them on turn 6.
and when put behind Soggoth the Slitherer? They demand some form of removal spell because their minions can't get past Soggoth without using minions or aoe board clear to try to get rid of it. Soggort also wrecks priests...lol
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I wasn't sure about Nexus Champion Sarad, so put in Sarggoth the Slitherer.
He's awesome!
Also, put in a windfury instead of Wild Pyro, given the huge number of control matchups.